mirror of
https://github.com/QuantumLeaps/qpcpp.git
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700 lines
26 KiB
C++
700 lines
26 KiB
C++
//****************************************************************************
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// Product: "Fly 'n' Shoot" game example for Win32-GUI
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// Last updated for version 5.6.4
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// Last updated on 2016-05-04
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//
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// Q u a n t u m L e a P s
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// ---------------------------
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// innovating embedded systems
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//
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// Copyright (C) Quantum Leaps, LLC. All rights reserved.
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//
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// This program is open source software: you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as published
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// by the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Alternatively, this program may be distributed and modified under the
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// terms of Quantum Leaps commercial licenses, which expressly supersede
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// the GNU General Public License and are specifically designed for
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// licensees interested in retaining the proprietary status of their code.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// Contact information:
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// http://www.state-machine.com
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// mailto:info@state-machine.com
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//****************************************************************************
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#include "qpcpp.h"
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#include "game.h"
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#include "bsp.h"
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#include "qwin_gui.h" // QWIN GUI
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#include "resource.h" // GUI resource IDs generated by the resource editior
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#include <stdio.h> // for _snprintf_s()
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#include <stdlib.h>
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#ifdef Q_SPY
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h> // Win32 API for multithreading
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#include <winsock2.h> // for Windows network facilities
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#endif
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//****************************************************************************
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// thread function for running the application main()
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static DWORD WINAPI appThread(LPVOID par) {
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(void)par; // unused parameter
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return main_gui(); // run the QF application
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}
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//****************************************************************************
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namespace GAME {
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Q_DEFINE_THIS_FILE
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#define LCD_WIDTH BSP_SCREEN_WIDTH
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#define LCD_HEIGHT BSP_SCREEN_HEIGHT
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#define LCD_X_SCALE 2U
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#define LCD_Y_SCALE 2U
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// local variables -----------------------------------------------------------
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static HINSTANCE l_hInst; // this application instance
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static HWND l_hWnd; // main window handle
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static LPSTR l_cmdLine; // the command line string
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static GraphicDisplay l_oled; // OLED display of the EK-LM3S811 board
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static SegmentDisplay l_userLED; // USER LED of the EK-LM3S811 board
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static SegmentDisplay l_scoreBoard; // segment display for the score
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static OwnerDrawnButton l_userBtn; // USER button of the EK-LM3S811 board
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// (R,G,B) colors for the OLED display
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static BYTE const c_onColor [3] = { 255U, 255U, 255U }; // white
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static BYTE const c_offColor[3] = { 15U, 15U, 15U }; // very dark grey
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static BYTE l_ship_pos = GAME_SHIP_Y; // the current ship Y-position
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#ifdef Q_SPY
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enum QSUserRecords {
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PLAYER_TRIGGER = QP::QS_USER,
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COMMAND_STAT
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};
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static SOCKET l_sock = INVALID_SOCKET;
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static uint8_t const l_clock_tick = 0U;
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static uint8_t const l_mouse = 0U;
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#endif
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// Local functions -----------------------------------------------------------
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static LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg,
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WPARAM wParam, LPARAM lParam);
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//............................................................................
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extern "C" int WINAPI WinMain(HINSTANCE hInst, HINSTANCE /*hPrevInst*/,
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LPSTR cmdLine, int iCmdShow)
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{
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l_hInst = hInst; // save the application instance
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l_cmdLine = cmdLine; // save the command line string
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// create the main custom dialog window
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HWND hWnd = CreateCustDialog(hInst, IDD_APPLICATION, NULL,
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&WndProc, "QP_APP");
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ShowWindow(hWnd, iCmdShow); // show the main window
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// enter the message loop...
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MSG msg;
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while (GetMessage(&msg, NULL, 0, 0)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return msg.wParam;
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}
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//............................................................................
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static LRESULT CALLBACK WndProc(HWND hWnd, UINT iMsg,
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WPARAM wParam, LPARAM lParam)
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{
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switch (iMsg) {
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// Perform initialization upon cration of the main dialog window
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// NOTE: Any child-windows are NOT created yet at this time, so
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// the GetDlgItem() function can't be used (it will return NULL).
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//
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case WM_CREATE: {
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l_hWnd = hWnd; // save the window handle
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// initialize the owner-drawn buttons...
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// NOTE: must be done *before* the first drawing of the buttons,
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// so WM_INITDIALOG is too late.
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//
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l_userBtn.init(LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_UP)),
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_BTN_DWN)),
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LoadCursor(NULL, IDC_HAND));
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return 0;
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}
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// Perform initialization after all child windows have been created
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case WM_INITDIALOG: {
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l_oled.init(BSP_SCREEN_WIDTH, 2U, // scale horizontally by 2
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BSP_SCREEN_HEIGHT, 2U, // scale vertically by 2
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GetDlgItem(hWnd, IDC_LCD), c_offColor);
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l_userLED.init(1U, // 1 "segment" (the LED itself)
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2U); // 2 bitmaps (for LED OFF/ON states)
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l_userLED.initSegment(0U, GetDlgItem(hWnd, IDC_LED));
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l_userLED.initBitmap(0U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_OFF)));
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l_userLED.initBitmap(1U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_LED_ON)));
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l_scoreBoard.init(4U, // 4 "segments" (digits 0-3)
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10U); // 10 bitmaps (for 0-9 states)
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l_scoreBoard.initSegment(0U, GetDlgItem(hWnd, IDC_SEG0));
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l_scoreBoard.initSegment(1U, GetDlgItem(hWnd, IDC_SEG1));
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l_scoreBoard.initSegment(2U, GetDlgItem(hWnd, IDC_SEG2));
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l_scoreBoard.initSegment(3U, GetDlgItem(hWnd, IDC_SEG3));
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l_scoreBoard.initBitmap(0U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG0)));
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l_scoreBoard.initBitmap(1U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG1)));
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l_scoreBoard.initBitmap(2U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG2)));
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l_scoreBoard.initBitmap(3U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG3)));
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l_scoreBoard.initBitmap(4U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG4)));
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l_scoreBoard.initBitmap(5U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG5)));
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l_scoreBoard.initBitmap(6U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG6)));
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l_scoreBoard.initBitmap(7U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG7)));
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l_scoreBoard.initBitmap(8U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG8)));
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l_scoreBoard.initBitmap(9U,
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LoadBitmap(l_hInst, MAKEINTRESOURCE(IDB_SEG9)));
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BSP_updateScore(0U);
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// --> QP: spawn the application thread to run main()
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Q_ALLEGE(CreateThread(NULL, 0, &appThread, NULL, 0, NULL)
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!= (HANDLE)0);
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return 0;
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}
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case WM_DESTROY: {
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BSP_terminate(0);
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return 0;
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}
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// commands from regular buttons and menus...
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case WM_COMMAND: {
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SetFocus(hWnd);
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switch (wParam) {
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case IDOK:
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case IDCANCEL: {
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BSP_terminate(0);
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break;
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}
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}
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return 0;
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}
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// owner-drawn buttons...
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case WM_DRAWITEM: {
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LPDRAWITEMSTRUCT pdis = (LPDRAWITEMSTRUCT)lParam;
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switch (pdis->CtlID) {
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case IDC_USER: { // USER owner-drawn button
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switch (l_userBtn.draw(pdis)) {
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case OwnerDrawnButton::BTN_DEPRESSED: {
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BSP_playerTrigger();
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l_userLED.setSegment(0U, 1U);
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break;
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}
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case OwnerDrawnButton::BTN_RELEASED: {
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l_userLED.setSegment(0U, 0U);
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break;
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}
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default: {
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break;
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}
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}
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break;
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}
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}
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return 0;
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}
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// mouse input...
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case WM_MOUSEWHEEL: {
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if ((HIWORD(wParam) & 0x8000U) == 0U) { // wheel turned forward?
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BSP_moveShipUp();
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}
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else { // the wheel was turned backwards
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BSP_moveShipDown();
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}
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return 0;
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}
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// keyboard input...
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case WM_KEYDOWN: {
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switch (wParam) {
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case VK_UP:
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BSP_moveShipUp();
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break;
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case VK_DOWN:
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BSP_moveShipDown();
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break;
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case VK_SPACE:
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BSP_playerTrigger();
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break;
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default:
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break;
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}
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return 0;
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}
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}
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return DefWindowProc(hWnd, iMsg, wParam, lParam) ;
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}
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//............................................................................
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void BSP_init(void) {
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if (!QS_INIT(l_cmdLine)) { // QS initialization failed?
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MessageBox(l_hWnd,
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"Cannot connect to QSPY via TCP/IP\n"
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"Please make sure that 'qspy -t' is running",
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"QS_INIT() Error",
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MB_OK | MB_ICONEXCLAMATION | MB_APPLMODAL);
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}
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QS_OBJ_DICTIONARY(&l_clock_tick);
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QS_USR_DICTIONARY(PLAYER_TRIGGER);
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QS_USR_DICTIONARY(COMMAND_STAT);
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}
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//............................................................................
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void BSP_terminate(int result) {
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#ifdef Q_SPY
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if (l_sock != INVALID_SOCKET) {
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closesocket(l_sock);
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l_sock = INVALID_SOCKET;
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}
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#endif
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QP::QF::stop();
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PostQuitMessage(result); // post the Quit message to the GUI
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}
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//............................................................................
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void BSP_drawBitmap(uint8_t const *bitmap) {
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uint16_t x, y;
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for (y = 0; y < LCD_HEIGHT; ++y) {
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for (x = 0; x < LCD_WIDTH; ++x) {
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uint8_t bits = bitmap[x + (y/8U)*LCD_WIDTH];
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if ((bits & (1U << (y & 0x07U))) != 0U) {
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l_oled.setPixel(x, y, c_onColor);
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}
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else {
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l_oled.clearPixel(x, y);
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}
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}
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}
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l_oled.redraw();
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}
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//............................................................................
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void BSP_drawNString(uint8_t x, uint8_t y, char const *str) {
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static uint8_t const font5x7[95][5] = {
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{ 0x00U, 0x00U, 0x00U, 0x00U, 0x00U }, // ' '
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{ 0x00U, 0x00U, 0x4FU, 0x00U, 0x00U }, // !
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{ 0x00U, 0x07U, 0x00U, 0x07U, 0x00U }, // "
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{ 0x14U, 0x7FU, 0x14U, 0x7FU, 0x14U }, // #
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{ 0x24U, 0x2AU, 0x7FU, 0x2AU, 0x12U }, // $
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{ 0x23U, 0x13U, 0x08U, 0x64U, 0x62U }, // %
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{ 0x36U, 0x49U, 0x55U, 0x22U, 0x50U }, // &
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{ 0x00U, 0x05U, 0x03U, 0x00U, 0x00U }, // '
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{ 0x00U, 0x1CU, 0x22U, 0x41U, 0x00U }, // (
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{ 0x00U, 0x41U, 0x22U, 0x1CU, 0x00U }, // )
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{ 0x14U, 0x08U, 0x3EU, 0x08U, 0x14U }, // *
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{ 0x08U, 0x08U, 0x3EU, 0x08U, 0x08U }, // +
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{ 0x00U, 0x50U, 0x30U, 0x00U, 0x00U }, // ,
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{ 0x08U, 0x08U, 0x08U, 0x08U, 0x08U }, // -
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{ 0x00U, 0x60U, 0x60U, 0x00U, 0x00U }, // .
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{ 0x20U, 0x10U, 0x08U, 0x04U, 0x02U }, // /
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{ 0x3EU, 0x51U, 0x49U, 0x45U, 0x3EU }, // 0
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{ 0x00U, 0x42U, 0x7FU, 0x40U, 0x00U }, // 1
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{ 0x42U, 0x61U, 0x51U, 0x49U, 0x46U }, // 2
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{ 0x21U, 0x41U, 0x45U, 0x4BU, 0x31U }, // 3
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{ 0x18U, 0x14U, 0x12U, 0x7FU, 0x10U }, // 4
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{ 0x27U, 0x45U, 0x45U, 0x45U, 0x39U }, // 5
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{ 0x3CU, 0x4AU, 0x49U, 0x49U, 0x30U }, // 6
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{ 0x01U, 0x71U, 0x09U, 0x05U, 0x03U }, // 7
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{ 0x36U, 0x49U, 0x49U, 0x49U, 0x36U }, // 8
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{ 0x06U, 0x49U, 0x49U, 0x29U, 0x1EU }, // 9
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{ 0x00U, 0x36U, 0x36U, 0x00U, 0x00U }, // :
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{ 0x00U, 0x56U, 0x36U, 0x00U, 0x00U }, // ;
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{ 0x08U, 0x14U, 0x22U, 0x41U, 0x00U }, // <
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{ 0x14U, 0x14U, 0x14U, 0x14U, 0x14U }, // =
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{ 0x00U, 0x41U, 0x22U, 0x14U, 0x08U }, // >
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{ 0x02U, 0x01U, 0x51U, 0x09U, 0x06U }, // ?
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{ 0x32U, 0x49U, 0x79U, 0x41U, 0x3EU }, // @
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{ 0x7EU, 0x11U, 0x11U, 0x11U, 0x7EU }, // A
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{ 0x7FU, 0x49U, 0x49U, 0x49U, 0x36U }, // B
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{ 0x3EU, 0x41U, 0x41U, 0x41U, 0x22U }, // C
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{ 0x7FU, 0x41U, 0x41U, 0x22U, 0x1CU }, // D
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{ 0x7FU, 0x49U, 0x49U, 0x49U, 0x41U }, // E
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{ 0x7FU, 0x09U, 0x09U, 0x09U, 0x01U }, // F
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{ 0x3EU, 0x41U, 0x49U, 0x49U, 0x7AU }, // G
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{ 0x7FU, 0x08U, 0x08U, 0x08U, 0x7FU }, // H
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{ 0x00U, 0x41U, 0x7FU, 0x41U, 0x00U }, // I
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{ 0x20U, 0x40U, 0x41U, 0x3FU, 0x01U }, // J
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{ 0x7FU, 0x08U, 0x14U, 0x22U, 0x41U }, // K
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{ 0x7FU, 0x40U, 0x40U, 0x40U, 0x40U }, // L
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{ 0x7FU, 0x02U, 0x0CU, 0x02U, 0x7FU }, // M
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{ 0x7FU, 0x04U, 0x08U, 0x10U, 0x7FU }, // N
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{ 0x3EU, 0x41U, 0x41U, 0x41U, 0x3EU }, // O
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{ 0x7FU, 0x09U, 0x09U, 0x09U, 0x06U }, // P
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{ 0x3EU, 0x41U, 0x51U, 0x21U, 0x5EU }, // Q
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{ 0x7FU, 0x09U, 0x19U, 0x29U, 0x46U }, // R
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{ 0x46U, 0x49U, 0x49U, 0x49U, 0x31U }, // S
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{ 0x01U, 0x01U, 0x7FU, 0x01U, 0x01U }, // T
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{ 0x3FU, 0x40U, 0x40U, 0x40U, 0x3FU }, // U
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{ 0x1FU, 0x20U, 0x40U, 0x20U, 0x1FU }, // V
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{ 0x3FU, 0x40U, 0x38U, 0x40U, 0x3FU }, // W
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{ 0x63U, 0x14U, 0x08U, 0x14U, 0x63U }, // X
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{ 0x07U, 0x08U, 0x70U, 0x08U, 0x07U }, // Y
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{ 0x61U, 0x51U, 0x49U, 0x45U, 0x43U }, // Z
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{ 0x00U, 0x7FU, 0x41U, 0x41U, 0x00U }, // [
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{ 0x02U, 0x04U, 0x08U, 0x10U, 0x20U }, // '\'
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{ 0x00U, 0x41U, 0x41U, 0x7FU, 0x00U }, // ]
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{ 0x04U, 0x02U, 0x01U, 0x02U, 0x04U }, // ^
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{ 0x40U, 0x40U, 0x40U, 0x40U, 0x40U }, // _
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{ 0x00U, 0x01U, 0x02U, 0x04U, 0x00U }, // `
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{ 0x20U, 0x54U, 0x54U, 0x54U, 0x78U }, // a
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{ 0x7FU, 0x48U, 0x44U, 0x44U, 0x38U }, // b
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{ 0x38U, 0x44U, 0x44U, 0x44U, 0x20U }, // c
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{ 0x38U, 0x44U, 0x44U, 0x48U, 0x7FU }, // d
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{ 0x38U, 0x54U, 0x54U, 0x54U, 0x18U }, // e
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{ 0x08U, 0x7EU, 0x09U, 0x01U, 0x02U }, // f
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{ 0x0CU, 0x52U, 0x52U, 0x52U, 0x3EU }, // g
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{ 0x7FU, 0x08U, 0x04U, 0x04U, 0x78U }, // h
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{ 0x00U, 0x44U, 0x7DU, 0x40U, 0x00U }, // i
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{ 0x20U, 0x40U, 0x44U, 0x3DU, 0x00U }, // j
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{ 0x7FU, 0x10U, 0x28U, 0x44U, 0x00U }, // k
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{ 0x00U, 0x41U, 0x7FU, 0x40U, 0x00U }, // l
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{ 0x7CU, 0x04U, 0x18U, 0x04U, 0x78U }, // m
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{ 0x7CU, 0x08U, 0x04U, 0x04U, 0x78U }, // n
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{ 0x38U, 0x44U, 0x44U, 0x44U, 0x38U }, // o
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{ 0x7CU, 0x14U, 0x14U, 0x14U, 0x08U }, // p
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{ 0x08U, 0x14U, 0x14U, 0x18U, 0x7CU }, // q
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{ 0x7CU, 0x08U, 0x04U, 0x04U, 0x08U }, // r
|
|
{ 0x48U, 0x54U, 0x54U, 0x54U, 0x20U }, // s
|
|
{ 0x04U, 0x3FU, 0x44U, 0x40U, 0x20U }, // t
|
|
{ 0x3CU, 0x40U, 0x40U, 0x20U, 0x7CU }, // u
|
|
{ 0x1CU, 0x20U, 0x40U, 0x20U, 0x1CU }, // v
|
|
{ 0x3CU, 0x40U, 0x30U, 0x40U, 0x3CU }, // w
|
|
{ 0x44U, 0x28U, 0x10U, 0x28U, 0x44U }, // x
|
|
{ 0x0CU, 0x50U, 0x50U, 0x50U, 0x3CU }, // y
|
|
{ 0x44U, 0x64U, 0x54U, 0x4CU, 0x44U }, // z
|
|
{ 0x00U, 0x08U, 0x36U, 0x41U, 0x00U }, // {
|
|
{ 0x00U, 0x00U, 0x7FU, 0x00U, 0x00U }, // |
|
|
{ 0x00U, 0x41U, 0x36U, 0x08U, 0x00U }, // }
|
|
{ 0x02U, 0x01U, 0x02U, 0x04U, 0x02U }, // ~
|
|
};
|
|
UINT dx, dy;
|
|
|
|
while (*str != '\0') {
|
|
uint8_t const *ch = &font5x7[*str - ' '][0];
|
|
for (dx = 0U; dx < 5U; ++dx) {
|
|
for (dy = 0U; dy < 8U; ++dy) {
|
|
if ((ch[dx] & (1U << dy)) != 0U) {
|
|
l_oled.setPixel((UINT)(x + dx),
|
|
(UINT)(y*8U + dy), c_onColor);
|
|
}
|
|
else {
|
|
l_oled.clearPixel((UINT)(x + dx),
|
|
(UINT)(y*8U + dy));
|
|
}
|
|
}
|
|
}
|
|
++str;
|
|
x += 6U;
|
|
}
|
|
l_oled.redraw(); // draw the updated display on the screen
|
|
}
|
|
//............................................................................
|
|
void BSP_updateScore(uint16_t score) {
|
|
// update the score in the l_scoreBoard SegmentDisplay
|
|
l_scoreBoard.setSegment(0U, (UINT)(score % 10U));
|
|
score /= 10U;
|
|
l_scoreBoard.setSegment(1U, (UINT)(score % 10U));
|
|
score /= 10U;
|
|
l_scoreBoard.setSegment(2U, (UINT)(score % 10U));
|
|
score /= 10U;
|
|
l_scoreBoard.setSegment(3U, (UINT)(score % 10U));
|
|
}
|
|
//............................................................................
|
|
void BSP_displayOn(void) {
|
|
l_userLED.setSegment(0U, 1U);
|
|
}
|
|
//............................................................................
|
|
void BSP_displayOff(void) {
|
|
l_userLED.setSegment(0U, 0U);
|
|
l_oled.clear();
|
|
l_oled.redraw();
|
|
}
|
|
//............................................................................
|
|
void BSP_playerTrigger(void) {
|
|
static QP::QEvt const fireEvt = QEVT_INITIALIZER(PLAYER_TRIGGER_SIG);
|
|
QP::QF::PUBLISH(&fireEvt, (void*)0);
|
|
}
|
|
//............................................................................
|
|
void BSP_moveShipUp(void) {
|
|
if (l_ship_pos > 0U) {
|
|
--l_ship_pos;
|
|
}
|
|
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, PLAYER_SHIP_MOVE_SIG);
|
|
ope->x = (uint8_t)GAME_SHIP_X;
|
|
ope->y = (uint8_t)l_ship_pos;
|
|
AO_Ship->POST(ope, &l_mouse);
|
|
}
|
|
//............................................................................
|
|
void BSP_moveShipDown(void) {
|
|
if (l_ship_pos < (GAME_SCREEN_HEIGHT - 3U)) {
|
|
++l_ship_pos;
|
|
}
|
|
ObjectPosEvt *ope = Q_NEW(ObjectPosEvt, PLAYER_SHIP_MOVE_SIG);
|
|
ope->x = (uint8_t)GAME_SHIP_X;
|
|
ope->y = (uint8_t)l_ship_pos;
|
|
AO_Ship->POST(ope, &l_mouse);
|
|
}
|
|
|
|
} // namespace GAME
|
|
|
|
//****************************************************************************
|
|
namespace QP {
|
|
|
|
//............................................................................
|
|
void QF::onStartup(void) {
|
|
QF_setTickRate(GAME::BSP_TICKS_PER_SEC); // set the desired tick rate
|
|
}
|
|
//............................................................................
|
|
void QF::onCleanup(void) {
|
|
}
|
|
//............................................................................
|
|
void QF_onClockTick(void) {
|
|
static QP::QEvt const tickEvt = QEVT_INITIALIZER(GAME::TIME_TICK_SIG);
|
|
QP::QF::TICK_X(0U, &GAME::l_clock_tick); // process time events at rate 0
|
|
QP::QF::PUBLISH(&tickEvt, &GAME::l_clock_tick); // publish the tick event
|
|
}
|
|
//............................................................................
|
|
extern "C" void Q_onAssert(char const * const module, int loc) {
|
|
QF::stop(); // stop ticking
|
|
QS_ASSERTION(module, loc, 10000U); // report assertion to QS
|
|
|
|
char message[80];
|
|
SNPRINTF_S(message, Q_DIM(message) - 1,
|
|
"Assertion failed in module %s location %d", module, loc);
|
|
MessageBox(GAME::l_hWnd, message, "!!! ASSERTION !!!",
|
|
MB_OK | MB_ICONEXCLAMATION | MB_APPLMODAL);
|
|
GAME::BSP_terminate(-1);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
#ifdef Q_SPY // define QS callbacks
|
|
|
|
#include <time.h>
|
|
|
|
// In this demo, the QS software tracing output is sent out of the application
|
|
// through a TCP/IP socket. This requires the QSPY host application to
|
|
// be started first to open a server socket (qspy -t ...) to wait for the
|
|
// incoming TCP/IP connection from the GAME demo.
|
|
//
|
|
// In an embedded target, the QS software tracing output can be sent out
|
|
// using any method available, such as a UART. This would require changing
|
|
// the implementation of the functions in this section, but the rest of the
|
|
// application code does not "know" (and should not care) how the QS ouptut
|
|
// is actually performed. In other words, the rest of the application does NOT
|
|
// need to change in any way to produce QS output.
|
|
|
|
//............................................................................
|
|
extern "C" DWORD WINAPI idleThread(LPVOID par) { // signature for CreateThread()
|
|
(void)par;
|
|
while (GAME::l_sock != INVALID_SOCKET) {
|
|
uint8_t const *block;
|
|
|
|
// try to receive bytes from the QS socket...
|
|
uint16_t nBytes = QS::rxGetNfree();
|
|
if (nBytes > 0U) {
|
|
uint8_t buf[64];
|
|
int status;
|
|
|
|
if (nBytes > sizeof(buf)) {
|
|
nBytes = sizeof(buf);
|
|
}
|
|
status = recv(GAME::l_sock, reinterpret_cast<char *>(&buf[0]),
|
|
static_cast<int>(nBytes), 0);
|
|
if (status != SOCKET_ERROR) {
|
|
uint16_t i;
|
|
nBytes = static_cast<uint16_t>(status);
|
|
for (i = 0U; i < nBytes; ++i) {
|
|
QS::rxPut(buf[i]);
|
|
}
|
|
}
|
|
}
|
|
QS::rxParse(); // parse all the received bytes
|
|
|
|
nBytes = 1024U;
|
|
QF_CRIT_ENTRY(dummy);
|
|
block = QS::getBlock(&nBytes);
|
|
QF_CRIT_EXIT(dummy);
|
|
|
|
if (block != static_cast<uint8_t *>(0)) {
|
|
send(GAME::l_sock, reinterpret_cast<char const *>(block),
|
|
static_cast<int_t>(nBytes), 0);
|
|
}
|
|
Sleep(20); // sleep for xx milliseconds
|
|
}
|
|
return (DWORD)0; // return success
|
|
}
|
|
//............................................................................
|
|
bool QS::onStartup(void const *arg) {
|
|
static uint8_t qsBuf[1024]; // buffer for QS output
|
|
static uint8_t qsRxBuf[100]; // buffer for QS receive channel
|
|
static WSADATA wsaData;
|
|
char hostName[64];
|
|
char const *src;
|
|
char *dst;
|
|
USHORT port = 6601; // default QSPY server port
|
|
ULONG ioctl_opt = 1;
|
|
struct sockaddr_in sockAddr;
|
|
struct hostent *server;
|
|
|
|
initBuf(qsBuf, sizeof(qsBuf));
|
|
rxInitBuf(qsRxBuf, sizeof(qsRxBuf));
|
|
|
|
// initialize Windows sockets
|
|
if (WSAStartup(MAKEWORD(2,0), &wsaData) == SOCKET_ERROR) {
|
|
printf("Windows Sockets cannot be initialized.");
|
|
return (uint8_t)0;
|
|
}
|
|
|
|
src = (arg != (void const *)0)
|
|
? (char const *)arg
|
|
: "localhost";
|
|
dst = hostName;
|
|
while ((*src != '\0')
|
|
&& (*src != ':')
|
|
&& (dst < &hostName[sizeof(hostName)]))
|
|
{
|
|
*dst++ = *src++;
|
|
}
|
|
*dst = '\0';
|
|
if (*src == ':') {
|
|
port = (USHORT)strtoul(src + 1, NULL, 10);
|
|
}
|
|
|
|
GAME::l_sock = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); // TCP socket
|
|
if (GAME::l_sock == INVALID_SOCKET){
|
|
printf("Socket cannot be created; error 0x%08X\n",
|
|
WSAGetLastError());
|
|
return false; // failure
|
|
}
|
|
|
|
server = gethostbyname(hostName);
|
|
if (server == NULL) {
|
|
printf("QSpy host name %s cannot be resolved; error 0x%08X\n",
|
|
hostName, WSAGetLastError());
|
|
return false;
|
|
}
|
|
|
|
memset(&sockAddr, 0, sizeof(sockAddr));
|
|
sockAddr.sin_family = AF_INET;
|
|
memcpy(&sockAddr.sin_addr, server->h_addr, server->h_length);
|
|
sockAddr.sin_port = htons(port);
|
|
if (connect(GAME::l_sock, reinterpret_cast<struct sockaddr *>(&sockAddr),
|
|
sizeof(sockAddr)) == SOCKET_ERROR)
|
|
{
|
|
printf("Cannot connect to the QSPY server; error 0x%08X\n",
|
|
WSAGetLastError());
|
|
QS_EXIT();
|
|
return false; // failure
|
|
}
|
|
|
|
// Set the socket to non-blocking mode.
|
|
if (ioctlsocket(GAME::l_sock, FIONBIO, &ioctl_opt) == SOCKET_ERROR) {
|
|
printf("Socket configuration failed.\n"
|
|
"Windows socket error 0x%08X.",
|
|
WSAGetLastError());
|
|
QS_EXIT();
|
|
return false; // failure
|
|
}
|
|
|
|
// set up the QS filters...
|
|
QS_FILTER_ON(QS_QEP_STATE_ENTRY);
|
|
QS_FILTER_ON(QS_QEP_STATE_EXIT);
|
|
QS_FILTER_ON(QS_QEP_STATE_INIT);
|
|
QS_FILTER_ON(QS_QEP_INIT_TRAN);
|
|
QS_FILTER_ON(QS_QEP_INTERN_TRAN);
|
|
QS_FILTER_ON(QS_QEP_TRAN);
|
|
QS_FILTER_ON(QS_QEP_IGNORED);
|
|
QS_FILTER_ON(QS_QEP_DISPATCH);
|
|
QS_FILTER_ON(QS_QEP_UNHANDLED);
|
|
|
|
QS_FILTER_ON(QS_QF_ACTIVE_POST_FIFO);
|
|
QS_FILTER_ON(QS_QF_ACTIVE_POST_LIFO);
|
|
QS_FILTER_ON(QS_QF_PUBLISH);
|
|
|
|
QS_FILTER_ON(GAME::PLAYER_TRIGGER);
|
|
QS_FILTER_ON(GAME::COMMAND_STAT);
|
|
|
|
// return the status of creating the idle thread
|
|
return (CreateThread(NULL, 1024, &idleThread, NULL, 0, NULL) != NULL)
|
|
? true : false;
|
|
}
|
|
//............................................................................
|
|
void QS::onCleanup(void) {
|
|
if (GAME::l_sock != INVALID_SOCKET) {
|
|
closesocket(GAME::l_sock);
|
|
GAME::l_sock = INVALID_SOCKET;
|
|
}
|
|
WSACleanup();
|
|
}
|
|
//............................................................................
|
|
void QS::onFlush(void) {
|
|
uint16_t nBytes = 1000U;
|
|
uint8_t const *block;
|
|
while ((block = getBlock(&nBytes)) != static_cast<uint8_t *>(0)) {
|
|
send(GAME::l_sock, reinterpret_cast<char const *>(block), nBytes, 0);
|
|
nBytes = 1000U;
|
|
}
|
|
}
|
|
//............................................................................
|
|
QSTimeCtr QS::onGetTime(void) {
|
|
return static_cast<QSTimeCtr>(clock());
|
|
}
|
|
//............................................................................
|
|
//! callback function to reset the target (to be implemented in the BSP)
|
|
void QS::onReset(void) {
|
|
//TBD
|
|
}
|
|
//............................................................................
|
|
//! callback function to execute a uesr command (to be implemented in BSP)
|
|
void QS::onCommand(uint8_t cmdId, uint32_t param) {
|
|
(void)cmdId;
|
|
(void)param;
|
|
// application-specific record begin
|
|
QS_BEGIN(GAME::COMMAND_STAT, static_cast<void *>(0))
|
|
QS_U8(2, cmdId);
|
|
QS_U32(8, param);
|
|
QS_END()
|
|
|
|
if (cmdId == 10U) {
|
|
Q_onAssert("command", 10);
|
|
}
|
|
}
|
|
|
|
#endif // Q_SPY
|
|
//----------------------------------------------------------------------------
|
|
|
|
} // namespace QP
|